Bug Reports

Its part of the BUG mod I think. Its the thing that gives you all the extra data on the plots. As you can imagine thats a lot of data times the number of plots in a game. I think you turn it off in the Plot List Enhancements ini.

Just go into Bug options screen and turn off PLEs.
 
More specifically, for those who may not know how to do that (I certainly didn't when I first installed this mod), hold CTRL + Alt + O. Go to Plot List, then turn off PLE Style. This is the button system used for units (like the ones that lets you select only injured or healed units, etc.) that was added as part of the BUG mod.
 
Just go into Bug options screen and turn off PLEs.

More specifically, for those who may not know how to do that (I certainly didn't when I first installed this mod), hold CTRL + Alt + O. Go to Plot List, then turn off PLE Style. This is the button system used for units (like the ones that lets you select only injured or healed units, etc.) that was added as part of the BUG mod.

Hmm, thats alot easier. Shows how much time IVe spent looking at LoR's xml versus how much time Ive actually played it.:lol:
 
This may have been posted already but:

In multi-player, when a human player uses an inquisitor, all players see the messages including the city names even if they have not met yet.
 
Yeah. I'm kind of thinking that noise is unnecessary, too, lol. Every single one of the AIs absolutely spams inquisitors. Honestly I don't see why they should. I play with revolutions disabled, so unless somebody is close to winning a religious victory there is no disadvantage to having somebody else's religion in your city - it just gives you more monasteries and temples to build! Anyway, yeah, given that the AI spams inquisitors I hear this up to three times a turn, "Whhhaaa... let's talk about it..." [It does kind of sound like that] and "Uh-hhiuiuhhh-uh!" Actually, it's kind of humorous sometimes, so I'm not sure whether to recommend taking it out (since I think only important effects should make noises, like wonder building, wars, and peace) or leave it in for comedic effect.
 
Actually, that isn't a option. See that the dot next to the option is grey rather than green. Because there isn't any 'real' troops stationed in the city, only options 1 and 3 are available.
 
Actually, that isn't a option. See that the dot next to the option is grey rather than green. Because there isn't any 'real' troops stationed in the city, only options 1 and 3 are available.

So it doesnt care about the rifleman sitting there, or does it not pick the rifleman because it is the only one in the city?
 
So it doesnt care about the rifleman sitting there, or does it not pick the rifleman because it is the only one in the city?
Whichever the case it shouldn't suggest a missionary imo :) But, a very minor thing really and just happened to amuse me.
 
First of all, I'm really enjoying this mod, started using it a week ago.

One small issue. I started a game as Gilgamesh, and I found the feature which shows which techs Great People will research very useful. However, I've started a new game, and the techs shown in that area still reflect the situation in my Gilgamesh game rather than my new game.

Also, I have another small annoyance with the system. I don't know if this is a bug or not, but in order to see what the second research that a great person will research, I have to select the first one as my current research. Example: it will show two meditations under great prophet. If I change my research to meditation, then it shows meditation and polytheism.
 
Yeah, that great person research thing has always seemed very screwy to me. Most of the time it'll just show the same tech twice for every type of great person for me, and other times it'll show techs that they cannot possibly research. I pretty much just ignore it, really, especially considering I don't tend to focus on specialists anyway (a fault of mine).
 
Sorry, I suppose this is known already, but it is kind of screwing up my current game...

Arabs and Hiawatha's Indians are the same light green colour, if they are side by side on the map it is impossible to distinguish the borders.

Is it an issue of only a fixed number of colours available or something? Any tips as to how I might do a hot-fix to make this particular game more playable?

All the best guys, thanks for any advice or help with this.
 
So it doesnt care about the rifleman sitting there, or does it not pick the rifleman because it is the only one in the city?

Oops. Sorry, couldn't make out what the unit was in the city, just saw the single green dot showing 1 unit and... assumed. Incorrectly :p Well, it was a nice theory!
 
Sorry, I suppose this is known already, but it is kind of screwing up my current game...

Arabs and Hiawatha's Indians are the same light green colour, if they are side by side on the map it is impossible to distinguish the borders.

Is it an issue of only a fixed number of colours available or something? Any tips as to how I might do a hot-fix to make this particular game more playable?

All the best guys, thanks for any advice or help with this.

You can change the Iroquois' color in the Civilization Infos. Pick from the colors found in BtS/assets/Interface Civ4PlayerColorInfos. You could try tweaking the green in Civ4ColorVals but it would be best to leave those alone.
 
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